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Sporadic

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Everything posted by Sporadic

  1. Look at the scroller example source code. That changes the gfxbase location of the sprites to point to different graphics. I'm sure the 2 64px sprites will be fine. There's only one way to find out
  2. To print an integer use rprintint a% rlist=(RAPTOR_LIST *)strptr(RAPTOR_sprite_table) // i dont know what's that ? This allows you to use rlist commands . Instead of rsetobj and rgetobj you can directly access the object properties. It is also a bit faster. So use (for example) rlist[objectnumber].x = 100<<16
  3. There's the trailer linked earlier in this thread Edit: Al beat me to it again
  4. Not wanting to discourage you in any way. But Barbarian from the Atari ST has been ported already. http://atariage.com/forums/topic/234492-hacky-slashy But if you are creating it from scratch in Basic with your own source code then that kicks ass any way you look at it You could also add enhancements or extra features too EDIT: Also, if you have some BASIC code that you know well, (such as Barbarian) then that's a great way to learn RB+ .
  5. Hi. Instead of 100 , use 100<<16. Eg. rsetobj(1,R_sprite_x,100<<16) If you look at the tutorial website it explains about the coordinates. Its essentially fixed point numbers so the 'whole' number needs shifting to the right 16 bits.
  6. You're using zeroplayer. The calls in your code are currently set up for when the sound lives in the ROM. Your SNDZEROPLAY calls need changing. Look in the docs folder of RB+, the quickref.txt . Search for the SNDZEROPLAY command and on the right you will see it says "example for playing from ram (abs). Do that Basically you need to remove the (void*) and wrap all the address names with strptr(). Eg (To quote your code); ROM (Your current code) SNDZEROPLAY(3, (void *)SFX_INGAMEMUSIC, (SFX_INGAMEMUSIC_end-SFX_INGAMEMUSIC+3) and 0xfffffffc, 23084/8533, Zero_Audio_8bit_Unsigned|Zero_Audio_Looping) RAM (abs) (When you change the sound asset to abs) SNDZEROPLAY(3, strptr(SFX_INGAMEMUSIC), (strptr(SFX_INGAMEMUSIC_end)-strptr(SFX_INGAMEMUSIC)+3) and 0xfffffffc, 23084/8533, Zero_Audio_8bit_Unsigned|Zero_Audio_Looping)
  7. I also don't miss the music in Doom for similar reasons. It feels more atmospheric. Don't get me wrong, the Doom music is awesome. I remember back when it originally came out on the Jag, I read somewhere that it was missing the music so I created my own mix tape Wish I still had that.
  8. AvP is definitely one game where I don't miss music. It's more eerie just having background sound effects.
  9. You can keep adding items to RAM (abs) but at some point you will run out of RAM and have to use ROM. At that point you need to change the romwidth as I detailed in an earlier post for this to work on a Skunk. For any other cart the default RB+ rapapp.s settings are fine (eg. don't include the change). VJ doesn't seem to care what this is set to. So if you have room, put the music in abs now too and that should fix the hissing. When the abs file gets to around 1.9MB then it will stop working unless you switch some assets to ROM.
  10. That looks like a ROM width issue. The backgrounds are stored in ROM rather than ram (looking at the code the other day).
  11. Yes it's a Jaguar exclusive, I have no plans to port it elsewhere.
  12. I'm not sure what Gimp was doing to the image but I opened your red ant file in PaintShop Pro 7 and then saved it as a BMP. Then it displayed fine in the game on the titlescreen without the corruption. Attached is the new version I used. I have renamed it, remember to either rename the BMP back or change your assets.txt to point to the new image. fireant4h2new.bmp
  13. Perhaps gimp isn't saving it at the colour depth you are expecting?
  14. I would say to check the object definition in the rapinit.s . Make sure all the variables are correct for the red ant.
  15. Cheers! Yes I'm still working on other things too. Will be sure to post any worthwhile updates.
  16. Yep, it's getting there. This is my priority right now
  17. Albert beat me to it I released a free version on here a year or so ago (as linked above in another thread). EDIT: Here's the original release thread (instead of the development thread). This new version has had various additions, changes and tweaks to fill it out some more Jump over to www.sporadicsoft.co.uk for some more info. Thanks
  18. From what you have shown here, it looks like you are using the clip register correctly. You set it to the window size to clip and its always positioned at 0,0. So setting it to your buffer size is correct. I would perhaps check you set the 320x200 correctly (bit shifting the 320). There are also bugs around using the clip stuff but I don't think any appear as what you've shown above.
  19. Make sure you're setting all the blitter registers every call as some of them are altered as it uses them
  20. Looks very much like the output of my program hehe
  21. Its too late for me to answer fully but here's some snippets from my raptor basic program for drawing lines. Ignore the blitlist[] array, you aren't using that but the lines below are commented to say which register they are setting. Its not optimised in any way, just a basic drawing function. Sorry about the formatting too. Hopefully this will give you some clues. Here's what all the calls to the blitter are set to; blitlist[0] = gfxroad 'Destination gfx 'A1_BASE blitlist[1] = PITCH1|PIXEL16|WID64|XADDINC 'Destination Blitter flags 'A1_FLAGS blitlist[2] = 0 'A1_CLIP blitlist[3] = (16<<16)+16 'Start Pixel - NOTE: y then x 'A1_PIXEL blitlist[4] = 0 'A1_STEP_INT blitlist[5] = 0 'A1_STEP_FRAC blitlist[6] = 0 'A1_PIXEL_POINTER blitlist[7] = (0<<16)+1 'A1_INC_INT y, x blitlist[8] = (32768<<16)+0 'A1_INC_FRACT y, x blitlist[9] = 0 'A2_BASE blitlist[10] = 0 'A2_FLAGS blitlist[11] = 2000 'Colour of pixels to write 'B_PATD blitlist[12] = 0 'A2_PIXEL blitlist[13] = 0 'A2_STEP blitlist[14] = (1<<16)+32 'Number of pixels to write 'B_counter blitlist[15] = PATDSEL|DSTEN|UPDA1|UPDA1F 'Blitter commands 'B_CMD And here is the line routine; SUB DrawLine(x1 as INTEGER, y1 as INTEGER, x2 as INTEGER, y2 as INTEGER) 'Create a line that will ensure dy < dx x1 = x1<<16 y1 = y1<<16 x2 = x2<<16 y2 = y2<<16 IF x1 > x2 THEN tx = x2 ty = y2 x2 = x1 y2 = y1 x1 = tx y1 = ty ENDIF dx = x2 - x1 IF y2 > y1 THEN dy = y2 - y1 ELSE dy = y1 - y2 ENDIF IF dy < dx THEN 'mostly horiz XINC = 1 IF y1 > y2 THEN YINC = 65536 - ((dy<<16)/dx) blitlist[7] = (-1<<16)+XINC 'A1_INC_INT y, x blitlist[8] = (YINC<<16)+0 'A1_INC_FRACT y, x ELSE YINC = ((dy<<16)/(dx)) blitlist[7] = (0<<16)+XINC 'A1_INC_INT y, x blitlist[8] = (YINC<<16)+0 'A1_INC_FRACT y, x ENDIF blitlist[3] = (y1)+(x1>>16) 'A1_PIXEL y, x blitlist[14] = (1<<16)+(dx>>16) 'B_counter y, x ELSEIF dy > dx THEN 'mostly vert IF y1 > y2 THEN YINC = -1 XINC = ((dx<<16)/dy) blitlist[7] = (YINC<<16)+0 'A1_INC_INT y, x blitlist[8] = (0<<16)+XINC 'A1_INC_FRACT y, x ELSE YINC = 1 XINC = ((dx<<16)/(dy)) blitlist[7] = (YINC<<16)+0 'A1_INC_INT y, x blitlist[8] = (0<<16)+XINC 'A1_INC_FRACT y, x ENDIF blitlist[3] = (y1)+(x1>>16) 'A1_PIXEL y, x blitlist[14] = (dy)+(1) 'B_counter y, x ELSEIF dy = dx THEN '45 degs IF y1 > y2 THEN XINC = 1 YINC = -(1<<16) ELSE XINC = 1 YINC = (1<<16) ENDIF blitlist[3] = (y1)+(x1>>16) 'A1_PIXEL y, x blitlist[7] = (YINC)+XINC 'A1_INC_INT y, x blitlist[8] = (0<<16)+0 'A1_INC_FRACT y, x blitlist[14] = (1<<16)+(dx>>16) 'B_counter y, x ENDIF END SUB
  22. Can you go for an 11 button combo so the player has to use their nose too? (The 3 second press sounds perfect)
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